#include "SSAOBlurCSFX.h"

SSAOBlurCSFX::SSAOBlurCSFX(ID3D11Device* device)
	: AbstractComputeFX(device, L"FX/SSAOBlurCS.fxo")
{
	InitShaderVariablePointers();
}

SSAOBlurCSFX::~SSAOBlurCSFX()
{}
	
void SSAOBlurCSFX::InitShaderVariablePointers()
{
	//Link textures. 
	inputVar = effect->GetVariableByName("gInput")->AsShaderResource();
	outputVar = effect->GetVariableByName("gOutput")->AsUnorderedAccessView();
}

void SSAOBlurCSFX::SetTextures(ID3D11ShaderResourceView* input, ID3D11UnorderedAccessView* output)
{
	inputVar->SetResource(input);
	outputVar->SetUnorderedAccessView(output);
}
